Showing posts with label beginner. Show all posts
Showing posts with label beginner. Show all posts

Thursday, October 6, 2016

Read Creating A Speed Pick Up in UE4 Now

This the pick up that we will be making.
Welcome to this tutorial, today we will be creating a pick up that, rotates, bops up and down, and also increases your characters speed.

Step 1: Creating a New Blueprint

The first thing that we need to do is create a new blueprint, to do this in the content browser, open the blueprints folder then right click on an empty space and select blue print from the pop up menu.

This picture shows where I have a pick up.

This tutorial is being made in UE4s latest version.
When you select Blueprint, this window will pop up. from here we want to select actor.

From this we select actor.

Step 2: Creating the Collision

Now that we have our actor created double click on the thumbnail, this will open the editor for that blueprint.

This is the blue print editor for the blueprint we created.

In here we need to add a collision, so in the top right, it will say '+Add Component'. Click this and select sphere collision, if you are using an older version of UE4 you can select a sphere. I named mine collision once brought in.

This is the sphere collision.

Now that we have this created, we need to add a static mesh, to do this we need to be able to see both the blue print editor and the props folder in the starter content. Im going to select the material sphere and drag it into the blueprint editor and drop it in the grey space under the add component section.

This is the material sphere in the blueprint editor.

As we can see from the above picture the sphere has swallowed our collision. So im going to use the scale widget to scale my material sphere down. To do this, select the ball, press the space key twice, the widget you are looking for looks like this,

Scale Widget

What Im going to do to scale the ball so it doesnt become an egg, select one of the arrows, click and drag one step, once you use the widget you will see what I mean. Start with the green arrow and work around, scaling down one at a time until the collision resurfaces over the sphere.

The scaled down version.
We need to change the presets of the ball to Overlap all. Scroll down the menu on the left handside, for the collision and the mesh. You will see the Blockall Dynamic, change this to overlap all.

I have the options changed on the left of the screen.

From the picture below select the event graph option so that we can start our blueprints coding.

Event graph is the third tab above the sphere.


Step 3: Blueprints for rotation

When your in the event graph this is how it should look.

Older versions will have different organised details panels.

Ive just deleted all of the coding to start fresh.

The next thing that we do is right click on the grid, and search for event tick once this has been added, select the material sphere in the top right hand panel, then right click, open add event section, then select the collision drop down option, and from there select begin overlap.

The beginnings of the coding.
Right click on the grid again, this time type 'actor location' into the search bar, select the green option that says, 'get actor location'.

This is the added get actor location code.

We are going to start making the pick up rotate, the first thing I did was move the event tick above the begin overlap. From the white arrow, drag out and when you release you have the option to search, look for 'local rotation'. The newer version will give you the option to apply the rotation to either the material sphere or the collision, we want to select the material sphere version. In the older versions of the programme you don't need to worry about what to select.

Once we have selected the node to add it is then connected.

The next thing that we will add is an emitter, for this I dragged from the white arrow on the begin overlap node, in the search bar I typed 'emitter', from the options you want to select spawn emitter at location.

In the newly added node, under the emitter template drop down, select the explosion option.

Then we connect the green node into the location.

The next pieces of code we are going to add are brought out from the begin overlap node, in this node select the blue other actor circle, drag this out and type 'cast character' select my character from the options. Once this has been added hit save, just to be safe.

Then from the cast character node drag out the blue circle and search for character movement, you need to scroll down to the bottom of the results in order to find the 'Variables' section, there will only be one option here and that is the one that we want.

We are nearing the completion of our coding.

This time we will add three pieces of coding that will complete the coding that we need to gather in order to create the floating pick up, for now will we just grab it all and put it into the grid.. 
First thing to do is right click, from the pop up scroll down to the bottom and select the timeline option, name this blueprint.

The second piece is right click, followed by a search for 'local offset' add this beside the timeline.
The last piece we are going to add in this section is a destroy actor node, right click search destroy actor and add this into the grid.

We will connect this in the next step.

The last piece of coding that needs to be added is a 'set max walk speed' node. Drag out from the character movement reference, right click and search walk speed, you may need to turn off the context sensitive option in order to find it, select the node that says 'set max walk speed'. Once you have added this piece of code, change the value to 1500, then connect all of the coding up as you see below.

This is the coding complete for now. The walk speed value is now 1500.


Step 4: Creating the up/ down motion on our pick up


To add this select the timeline node in the blueprint and double click, this is the window that you will see, when this opens select the V option to add a vector track.

The Vector track is how we will create the bop effect.

This image below shows how our window will look once we have applied the vector track.

Added Vector Track.

Step 5: Adding Key Frames to a Vector Track

We are going to be adding our key frames on the Z axis, because we want our ball to go up and down in the air.

To do this we need to click the lock symbol beside the green, and red boxes in the top corner of our vector track, this will only leave the Z axis available to work on.

The x, y axis is locked and have the length set 1.50.
To add a key frame we go to the start of the animation on the blue line, where it says 0.00 hold down the shift key and left click in order to add a keyframe.

This will bring up some options seen below.

Set both values to 0.00.
Next we make sure to have the Z axis only unlocked, and we do another key frame, this time at the 0.50 point. the values this time are .5 and .5.

Second key frame added.

The next key frame will be added at the 1.00 mark. The values this time will be 1.00 and then -0.05.

Third key frame creating motion.

The final key frame will be added at the 1.50 mark, the values this time are 1.50 followed by 0.00. We are also going to need to tick the loop option. Dont forget to compile and save.

Here we also change the length to 1.50.
Now we can go back to the graph, we now have an extra option on our timeline node and this needs to be connected.

Connect the yellow into the yellow and compile/ save.

Now that everything is connected and complied we can play and try it out. The orb will bounce up and down whilst rotating and will allow our character to increase their speed by hitting it.


Step 6: Adding a material to the pick up

To add a material to the sphere we open the sphere in the blueprints folder. 

The sphere is selected in the blueprints editor.
From here if you look at the above picture you can see, on the left hand side of the screen, static mesh, double click on this thumbnail image and it will open up a new window that looks like this.

This is the editor for the sphere.
All we need to do now is drag a material from the content browser onto the section on the right hand side that has the ball in it, this will apply the material and then you can hit save.

This is the texture I chose for my pick up.
This concludes the tutorial. When you hit play you will have a fancy functional pick up.

Read The Blender Interface for Beginners Now

There's no limit to the interface once you know what you're dealing with.


Introduction

If you've seen our tutorial "Blender Basics: The Beginners Guide to Using Blender" and feel less intimidated by this software, but are still wondering what everything outside the 3D View is, and exactly what each part is used for, then this is the next tutorial for you to read. This tutorial is going to name each of the different panels you're given when opening blender, what they're used for, and how you can change them or bring in completely new panels, not seen when you start Blender up, to show you just how much you can do with this programme when you know what you're doing.


The Default Screen

First of all, lets talk about the user interface you're given when you first start up Blender. By default, the interface you are given to work with looks like this: 

default view

Lets break down this default view into sections and talk about each one separately. The image below is each section broken down and colour coded.

colour coded default view

Red - This is the 3D Viewport. Also called the stage. This is the main screen used in Blender to create, edit or remove stuff from your stage. the toolbar on the left is called the tool shelf and has lots of different options to add new stuff in or edit the stuff in your viewport such as smooth the mesh. You can toggle this on or off by pressing the T key. The difference between the 3D view and the stage is that you can view the stage in different types of viewports, and the 3D view is just one viewport.

Green - This is a timeline which is used when animating in Blender. If you don't want to get into animating then you can ignore and even close this tab. If you do see our tutorial on animating.

Blue - This panel is known`as the properties panel. It is used to change the properties of anything on stage. The little tabs at the top are collectively known as the header which is where you choose what type of properties you wish to change. This panel is not to be confused with the Properties Shelf which is hidden but displayed by pressing the N key. 

Orange - This panel is known as an Outliner Window and is used to show the different items that you have on your stage. 

Yellow - This is known as the info window. This window shows some useful information such as the version e.g. 2.72, which type of render you're in and which set of viewports you're using. These things can be changed using the info window. 

Opening New Panels

To open up a new panel look for a little triangle like this:

triangle

normally in the top right of an existing panel. click it, hold and drag. Don't do this more times than you need to as you can create an overwhelming amount of screens without knowing how to get rid of them.

Closing Unwanted Panels

To close an unneeded panel just click the triangle, hold and drag back on the previous panel.

Changing a Panel 

To change a panel to what you need it to be, rather than just the 3D View, click this box:

viewport editor

 in the bottom left hand corner of the viewport you want to change and select the new panel you want it to be. try them all out to see how they look. I hope this tutorial has helped you.


Read UE4 Tools and Brushes Now

In this tutorial I will be showing you what tools and brushes are available to us in Unreal Engine 4 and what they are used for, giving you a basic understanding of what each does.

Tools and brushes in the modes panel.


Most of the tools and brushes can be found in the modes panel, which is located in the upper left corner of your screen.

BSP Brushes

Starting off in placement mode which is the first mode to the left. Here we can find the BSP brushes.
BSP brushes.
BSP brushes.
You can choose from a box, cone, cylinder, curved stair, linear stair, spiral stair and sphere BSP brushes. To use them you just click, drag and drop onto your level. BSP brushes can be used to create buildings and other objects in your game.
At the bottom of the panel on the BSP section you have the option to change the brush to add or subtract.

Paint

Paint.
Paint.
The paint tool can be used to paint your landscape, to paint texture onto static meshes and basic colours onto static meshes.

Landscape

Landscape.
Landscape.
In landscape mode, first of all you need to create your landscape. You can choose the size, change dimensions and basically make the landscape anyway you want. Then when you are happy with it click create. If you go wrong just click on the landscape on the view port and hit the delete key on your keyboard.


Editing and creating landscape options.
Editing and creating landscape options.
After creating you can now use the sculpt and paint tools in landscape mode.

Foliage

Foliage.
Foliage.

To use this you need to import a static mesh, something like grass, flowers or a tree.
You can download a good quality static mesh from the internet, then bring it into blender and delete all unnecessary objects which means everything but the actual mesh itself.

Mesh opened in blender.
Mesh opened in blender.

 Make sure the materials are unpacked, you check this in the materials tab when you are clicked on the mesh. You can check this by clicking on the go to file, export, select .fbx and save.

New folder and import button.
New folder and import button.


Then in unreal engine, in the content browser (as seen in the image above), under game make a new folder called meshes and in this folder import your .fbx file.

Drag and drop area in foliage.
Drag and drop area in foliage.

When you have that done simply click and drag the static mesh up to the modes panel in foliage.

After dragging and dropping the mesh into foliage.
After dragging and dropping the mesh into foliage.

Now you can edit the mesh you imported, by adding multiple texture and adding effects to the colour.

Geometry

Geometry.
Geometry.
In geometry editing mode you can edit objects in your level. Just click on the face of the object you want to edit and select witch feature you want to use. 



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